float4x4 WorldViewProject;
sampler TextureSampler;

struct VS_INPUT
{ 
	float4 Position : POSITION0;
	float2 Texcoord : TEXCOORD0;
};

struct VS_OUTPUT
{
	float4 Position : POSITION0;
	float2 Texcoord : TEXCOORD0;
}; 

VS_OUTPUT Transform(VS_INPUT Input)
{
	VS_OUTPUT Output; Output.Position = mul(Input.Position, WorldViewProject);
	Output.Texcoord = Input.Texcoord; return Output;
}

struct PS_INPUT 
{
	float2 Texcoord : TEXCOORD0; 
}; 

float4 Texture(PS_INPUT Input) : COLOR0 
{
	return tex2D(TextureSampler, Input.Texcoord);
};

technique TransformTexture
{
	pass P0 
	{
		VertexShader = compile vs_1_1 Transform();
		PixelShader = compile ps_1_1 Texture();
	}
}